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my changes to healing...
overhaul to healing in the game to define how players in specific roles give and get healing....
light armor skill line
spell warding passive gets increase spell resist
concentration passive removes the penetration but increases healing power.. (this is supposed to make light armor the preferred choice for healers)
give more pen to med armor and take their wep and spell damage and put it in light armor...
Healing skills
reduces the amount of scaling using damage stats by a lot and puts the emphasis on stacking healing power.. (all or most healing sets will work the same way)
health based heals' scaling isn't effected but gain from healing power as well...
some healing skills will scale even better with damage stats or stay the same
Blood craze
Vigor
rally
sets or abilities that rely on dealing damage to heal
possible exceptions
nightblade strife and morphs and other skills/sets like this
some damage shields now scale also with healing power making them extra useful for healers..
steadfast ward and morphs
obsidian shield and morphs
sun shield and morphs
empowered ward
defensive posture and morphs
Psijic order passive conc barrier will benefit slightly the more healing power you have and give the player around an 8k damage shield at best..
basically i put this together as a way to nerf op self healing while and make healing as a profession more desirable without taking too much from the more self-reliant players. (most heals currently scaling with damage would be nerfed but only a reasonable amount)
might edit this later with more specifics
this is just for people who maybe would like to separate healers from damage dealers or make it less desirable to be both...
healers can still provide debuffs and maybe we could think of other healer utility skills that can be reworked...